Optional
assetThis asset will be loaded and instantiated when PlayerSync becomes active and joins a networked room
when enabled PlayerSync will automatically load and instantiate the assigned asset when joining a networked room
the object this component is attached to. Note that this is a threejs Object3D with some additional features
the unique identifier for this component
Optional
onEvent called when an instance is spawned
Optional
sourceholds the source identifier this object was created with/from (e.g. if it was part of a glTF file the sourceId holds the url to the glTF)
true if the object is enabled and active in the hierarchy
true if this component was destroyed (this.destroy()
) or the whole object this component was part of
the layer of the gameObject this component is attached to
the name of the gameObject this component is attached to
shorthand for this.context.scene
the scene of the context
Is the gameObject marked as static
the tag of the gameObject this component is attached to
Optional
init: Partial<NoInternalNeedleEngineState<FilterStartingWith<FilterTypes<PlayerSync, Function>, "_">>>Optional
earlyOptional
lateOptional
onOptional
onOptional
onOptional
onOptional
onOptional
onOptional
onCallback when this component joins a xr session (or becomes active in a running XR session)
Optional
onCallback when this component exists a xr session (or when it becomes inactive in a running XR session)
Optional
onOptional
onOptional
onOptional
onOptional
onOptional
onOptional
onOptional
onOptional
onOptional
onOptional
onCallback when a xr session updates (while it is still active in XR session)
Optional
onOptional
onXRControllerCallback when a controller is connected/added while in a XR session
OR when the component joins a running XR session that has already connected controllers
OR when the component becomes active during a running XR session that has already connected controllers
Optional
onXRControllerOptional
resolveOptional
startstarts a coroutine (javascript generator function)yield
will wait for the next frame:
yield WaitForSeconds(1)
to wait for 1 second.yield WaitForFrames(10)
to wait for 10 frames.yield new Promise(...)
to wait for a promise to resolve.generator function to start
event to register the coroutine for (default: FrameEvent.Update). Note that all coroutine FrameEvent callbacks are invoked after the matching regular component callbacks. For example FrameEvent.Update
will be called after regular component update()
methods)
the generator function (use it to stop the coroutine with stopCoroutine
)
onEnable() { this.startCoroutine(this.myCoroutine()); }
private *myCoroutine() {
while(this.activeAndEnabled) {
console.log("Hello World", this.context.time.frame);
// wait for 5 frames
for(let i = 0; i < 5; i++) yield;
}
}
Stop a coroutine that was previously started with startCoroutine
the routine to be stopped
the frame event to unregister the routine from (default: FrameEvent.Update)
Optional
supportsXROptional callback, you can implement this to only get callbacks for VR or AR sessions if necessary.
true if the mode is supported (if false the mode is not supported by this component and it will not receive XR callbacks for this mode)
Optional
updateStatic
setupThis API is experimental and may change or be removed in the future. Create a PlayerSync instance at runtime from a given URL
Optional
init: Omit<Partial<NoInternalNeedleEngineState<FilterStartingWith<FilterTypes<PlayerSync, Function>, "_">>>, "asset">const res = await PlayerSync.setupFrom("/assets/demo.glb");
addComponent(res.asset?.asset, DragControls);
addComponent(res.asset?.asset, SyncedTransform);
scene.add(res.gameObject);
Generated using TypeDoc
Needle Engine component base class. Component's are the main building blocks of the Needle Engine.
Derive from Behaviour to implement your own using the provided lifecycle methods.
Components can be added to threejs objects using
{@link addComponent}
or{@link GameObject.addComponent}
The most common lifecycle methods are
awake
,start
,onEnable
,onDisable
update
andonDestroy
.XR specific callbacks include
onEnterXR
,onLeaveXR
,onUpdateXR
,onControllerAdded
andonControllerRemoved
.To receive pointer events implement
onPointerDown
,onPointerUp
,onPointerEnter
,onPointerExit
andonPointerMove
.Example